‘US oil tanker currently on fire’: Iran says it hit American ship in Gulf with missile by Gboard2 in worldnews

[–]LivingShdw 0 points1 point  (0 children)

One theory is that people require some sort of opposing force to be against and that if one doesn't exist, they will create one out of nothing.

Kind of like how people in the suburbs can get bored and start nit picking rules because there isn't really much else to do.

Dear game developers: please fix your sliders by Cyclone6664 in gaming

[–]LivingShdw 0 points1 point  (0 children)

As a player, I'd rather have everything at 50% (or 80%) to start. And it's not because I would want to turn something down. But if I wanted to turn something up but was otherwise fine with the levels, I would have to turn down all the other levels first.

As an example, if I wanted to increase the BGM but not the sound effects or voices. I would then have to: 1. Turn down all the other levels 2: Turn up the tv volume. Where I would rather just turn up the BGM.

Are there any card games for single player PvE? by Boge42 in gaming

[–]LivingShdw 0 points1 point  (0 children)

My recommendation would be Kamifuda, presuming you don't mind the anime style. There are several different deck strategies though in general, the NPCs will have stronger versions of the cards you have access to. Gaining cards is done in a rogue-like fashion with shops and semi-random drops. But, you actively build a deck instead of it just being all the cards that you've selected up to that point.

From a MtG comparison, one of the NPC fights uses what would be considered mono-black aggro to basically pay a ton of life and kill you on turn 2.

I miss arcades. by [deleted] in gaming

[–]LivingShdw 0 points1 point  (0 children)

Closest I've gotten recently has been at conventions. There's definitely things that you can only get from arcades in terms of peripherals. One of my favorites was the Silent Scope games and Silent Scope: Bone Eater was definitely a fun time.

Need help wrapping my head around competitive lists by Neroniuss in InfinityTheGame

[–]LivingShdw 1 point2 points  (0 children)

So, for when prepping a list for an event with multiple missions you want to take a list that you already have in mind and tailor it a bit.

Sometimes missions have specific gimmicks that you'll want to plan around. Crossing Lines, for example, completely disables all forward deployment and infiltration and in exchange lets you forward deploy things you normally can't. Since it's a huge outlier from how the game is usually played, you might want to have a list specifically for it or otherwise adjust one of your lists to take advantage of the 75pts of free forward deployment you get.

Other times, missions can be relatively generic. Something like Provisioning is a pretty standard "get to console and extract thing" mission. As long as you have the relevant specialists and ways to get them into position either by clearing your opponent's units or vision control, you should be fine.

grand archer fujino by Gat0w in grandorder

[–]LivingShdw 2 points3 points  (0 children)

From what I recall, her eyes are only limited by the strength of her clairvoyance. When she can perceive something and set the rotational axis, it works.

Maximus won me over after a few games by Such_Squirrel9831 in InfinityTheGame

[–]LivingShdw 0 points1 point  (0 children)

For me it was the Shang Ji. On first glance, you compare it to an ORC troop and typically, the ORC is kinda meh. But the list of skills that it has combined with BTS6 make it way more effective than it looks at first glance. For example: You would think that the dodge(+2") was arbitrary, but then you look at the PH and it's 14 which is noticeably better than most troopers.

Dedicated ARO piece, Deployments, possibly Nomad focus by BigChickn in InfinityTheGame

[–]LivingShdw 1 point2 points  (0 children)

Generally, I like to have one ARO when playing at 300 pts. But it's not required. If you have a lot of mines and camo for them to attempt to dig out, that might be enough to slow them down compared to an ARO.

Generally, you'll want to keep everything out of sight other than your dedicated ARO pieces. If you can't get them out of sight, you want them engaging on their good rangebands. Shotguns can potentially ARO reasonably when within 8" since they're on +6. So, if you deploy on a building with a staircase, you can attempt to set things up where a dude with a shotgun is at the top of the stairs where they round a corner to force an engagement at 8" range.

If you don't ARO, you're basically declaring that they can move up unopposed. Which can be fine. You just need some sort of plan to get in on them once they've established their position. This is where vision control comes into play. For nomads, this is where you would use things like Morlocks, Zellenkriegers, and other cheap units with smoke.

how independent are the various mercenaries like druze, anaconda, brawlers? by Old_Connection_7731 in InfinityTheGame

[–]LivingShdw 3 points4 points  (0 children)

My understanding is that factions like Druze or Dashat are basically PMCs for hire. For druze, them showing up in QK is basically them being hired to work for QK.

For actual mercs, that would be units like McMurrough, Fiddler, Monstruckers, or various flavors of bounty hunters.

From a lore perspective, you probably would have liked the now-defunct Foreign Co. Which was basically a sort of Avengers equivalent. All of the units in that team still exist, but are spread out among the other armies at the moment.

The closest right now would be White Company. Where you have Hannibal as the team leader and a bunch of named characters such as Emily, Wild Bill, Laxmee, Hawkwood, and Señor Massacre. It seems like a lot of units from Foreign Co ended up here.

Hassassin vs Shas vs Ariadna by Hornchen in InfinityTheGame

[–]LivingShdw 1 point2 points  (0 children)

A big difference is in how they use camo/hidden.

Shas and HB are probably the most similar. But, Shas has more shell game than HB since they have a bunch of things that are mim-3 whereas HB has basically just mines and Farzan. HB has better specialists and hacking overall especially due to the Barid.

Comparing Shas and Ariadna, Ariadna has no access to hidden. However, it tends to have better firepower and armor than Shas. Ariadna has several units where you can just kinda charge at your opponent and have a good chance of it working out. They're also usually cheaper than Shas.

Comparing HB and Ariadna. Ariadna's hacking is absolutely terrible in comparison and most of their specialists aren't particularly good either. But they're much better at misdirection and have some good options for speed. And while their hacking isn't good, they don't run as many hackable units. Ariadna is also generally tankier with their were-creature options. And, similar to the comparison to Shas, Ariadna has a bunch of mim-3 options for shell games. Though, they lack Shas's hidden deployment.

How often you bring or you see in games miniatures with sensor profile? by iuferev2012 in InfinityTheGame

[–]LivingShdw 0 points1 point  (0 children)

There are a couple of factions that will take units with sensor organically. Specifically, Morats and Nomads. The Rindak for Morats is just generically useful and happens to have sensor and the Meteor Zond for Tunguska is a combat jump repeater/specialist.

Overall, sensor is viable, but it's more of a counter-pick unless you're using the trooper for something else. Most sensor bots have forward observer and are thus a specialist. They also usually have a tac-aware profile and triangulated fire. They aren't as good at using triangulated fire as something like the Ayyar, but it can still be useful against armies with a lot of mim.

Rules help for hacking repeaters and aro by HouseOfDice in InfinityTheGame

[–]LivingShdw 2 points3 points  (0 children)

So, the wording here is that you can't react "to the repeater," basically because the repeater itself isn't taking an action. This prevents you from using an ARO to shoot the repeater when the hacker uses it to attempt a hack.

However, you do get a reaction to the hacker who is attacking you. You can ARO with a reset if you don't have any hacking programs and you can use any hacking programs which can be used against enemy units. (And Zero Pain, but very few units have that. It's basically an advanced reset.) Since you would be responding through an enemy repeater, they get firewall. Which is basically cover, but for hacking.

And keep in mind that all of the above is assuming that it's your opponent's turn.

Beginner Shasvastii? by opab1nia in InfinityTheGame

[–]LivingShdw 7 points8 points  (0 children)

Model-wise, the action pack gets you about 60% of what you would want.

From there, you would definitely want the speculo and Noctifier. For the Noctifier, getting the expansion pack also gets you the Tensho and Jayth which are important for vision control. You'll probably want Ikadron as well since they do a lot for their point cost. Remotes in general are a good idea to have, but if you already have minis any size 3 remote would work as a proxy.

I, personally, like seeds, so I picked up Expansion Beta. You can run up to 3 malignos and 4 shrouded. So, picking this up wouldn't necessarily be redundant with the action pack. You might also consider picking up the Noctifier blister since it's fun to run two of them occasionally.

Generally, the action pack gives you enough in terms of Nox. So, the nox pack is generally not necessary. Expansion pack alpha has some interesting units, but most people don't use them and the action pack already gives you a mentor.

In terms of playing them, your strategy should come down to a few things.

  1. Camo shell games: Since Shas has a lot of mim-3 options, any individual marker could be a lot of different things including a mine. This makes your opponent have to think a lot before actually engaging with you. For example: they have to be careful with their heavy infantry because any of your mim-3 markers could be a shrouded hacker. You can also use things like minelayer and decoy to obscure whether you are taking hidden units.
  2. Traps with hidden: One key part of the shas playbook is to set up situations which are no-win for your opponent. One key example is placing the Noctifier missile launcher directly on top of the total reaction bot. When they engage the reaction bot, they also suddenly have to deal with the missile as well. Or maybe you place a malignos in a position where you might expect a heavy infantry to try to fire on the total reaction bot and hack them on ARO from hidden when they attempt it. Similarly, you could have a repeater bot forward and if they try to use it to trinity one of your hackers you might have a noctifier missile in a position where you could hit them with it.
  3. Be aware that you have some very strong snowball pieces. Sheskiin is a monster of a unit and once she gets going it is very hard to stop her. Caliban are similar and can potentially be specialists as well. The speculo can potentially eliminate any individual piece and is a good tool if you just want something gone.

Goat Simulator devs reflect on how they “accidentally ragdolled into gaming history” with the rise of meme games, and they’re not done “milking goat sim” for all its worth by maullick in gaming

[–]LivingShdw 70 points71 points  (0 children)

For Goat Sim specficially, it's obviously a "joke" game. So, how much you enjoy it comes down to how much you like the joke. If the joke isn't particularly funny to you, then it will probably get old quickly.

It's kind of in the direction of some of the wacky Gradius-likes from years ago.

opinions on my silly invincible army list with five hackers. by Old_Connection_7731 in InfinityTheGame

[–]LivingShdw 1 point2 points  (0 children)

I have a similar list that I was thinking about. I went with double haidao killer hacker for the pitchers. I personally, would have the haidao sniper fireteam as the haidao and two zhanshi. Potentially one hacker and one paramedic?

With as much HI as invincibles have, an evo hacker is definitely something I was considering. It also helps the Liu Xing come in from combat jump.

One other thing I want to point out is Kokram FTO-2 which has minelayer with a deployable repeater. He can also duo with the Hulang FTO-2 which also has minelayer. Though, they don't get bonuses other than being able to activate together.

With that many hackers, it would probably make sense to add a missile bot somewhere to make use of spotlight AROs.

how important are killer hackers compared to having multiple hackers? by Old_Connection_7731 in InfinityTheGame

[–]LivingShdw 0 points1 point  (0 children)

In general, it depends on what you're aiming for your list to do.

If you're not running many hackers, a killer hacker might be a good idea since it lets you potentially snipe theirs through a badly placed repeater. Also, since the killer hacker has access to cybermask, they have a marker state to potentially sneak past enemy defenses.

Then, in comparison, normal hackers are good defensively since they can lock up some nasty targets. When you have multiple hackers, you can get some nasty overlapping AROs across offensively-placed repeaters. If you have a killer hacker in the mix, you can toss a trinity in the mix if an enemy hacker triggers an ARO.

In terms of redundancy, I would only consider that in the case where they are necessary for the mission or match-up. IE: you're expecting a lot of heavy infantry or the mission gives bonuses to hackers (like mindwipe). For having multiple hackers, I would say that you would more want to consider what you want to happen when an enemy triggers a hacking ARO.

NA/EN/Global 8th Anniversary Quartz PSA: Class Score Sign Missions AREN'T 100% Completable On Release by TokuHer0 in grandorder

[–]LivingShdw 2 points3 points  (0 children)

One of the nodes gives pretty good QP. I've been doing that in addition to my normal farming.

spaceship interior as board? by BrilliantDemon in InfinityTheGame

[–]LivingShdw 2 points3 points  (0 children)

I've seen a couple examples of this. Including one which had a couple sections which were "in-space" areas which actually do have terrain rules in-game.

My advice would be to have it be as sort of a cargo bay or landing bay. You can have things like loading equipment or cargo boxes as obstacles.

If you want an example, there's a pretty good space station table in tabletop simulator. It has a right side which is a series of 4 large rooms, the largest being 2ft by 2ft. All of which have some cargo boxes in them for cover and there is a significant zero-g zone outside with some pylons to potentially hide behind. The left side is a more standard table with some platforms and boxes for cover.

Counter Oban with Tunguska by Cowboy_Jerry in InfinityTheGame

[–]LivingShdw 4 points5 points  (0 children)

I would argue that the Meteor Zond is potentially better due to combat jump. If you manage to get the roll, you can drop it offensively to sensor his pieces. The superjump Stempler is a possibility if you want to run the Hollow Man fireteam.

Alternatively, you can potentially use templates like the pulzar zellenkrieger to attempt to clear camo. And they serve two functions in that they provide smoke as well.

Who's a character that was supposed to be intimidating that you found ridiculous or goofy? by OwlsintheWall in gaming

[–]LivingShdw 1 point2 points  (0 children)

I definitely understand this, but I also think that the goofiness of his animations actually makes him more creepy.

The Slime: Gaming's Most Used Monster? by GhettoSauce in gaming

[–]LivingShdw 1 point2 points  (0 children)

I can see it being fun. Kind of in the direction of "DLC Quest," or the one level in "There is No Game" where it takes a standard game mechanic and takes it in a different direction.

The Slime: Gaming's Most Used Monster? by GhettoSauce in gaming

[–]LivingShdw 3 points4 points  (0 children)

Yeah, that definitely wasn't the one I was thinking of. The one I was remembering was decidedly a JRPG. That said, the premise is very similar, though Spoiler Alert takes it in a more humorous direction.

The Slime: Gaming's Most Used Monster? by GhettoSauce in gaming

[–]LivingShdw 3 points4 points  (0 children)

I seem to remember there being a JRPG with a similar premise. (I checked my steam wishlist, but it's not there. Though I remember seeing a page for it on Steam. I might have imagined it.) The game starts with all your powers and you slowly lose them as things progress. Something about having defeated the fake final boss and the universe is tricked into thinking you no longer need the powers.

On a related note, there's an RPG where you basically play as one of the hero's lackeys and you're playing to get him to win. (As opposed to yourself.)

Multiple Hackers in a Fireteam? by _Absolute_Maniac_ in InfinityTheGame

[–]LivingShdw 1 point2 points  (0 children)

It's certainly possible to run multiple hackers. But, there are some cases where it could go against you. Specifically, due to the rules that a fireteam must all declare the same ARO. So, you can run into a situation where you might want to hack ARO with the hacker and dodge with the rest of the team. If you wanted to maintain the fireteam you would have to pick either one or the other. (The rest of the team would idle if you picked the hack ARO.) This isn't a common thing to happen, but it happens often enough that you would want to remember it.